If you guys like responding to concise lists that have broad community support, please take a look at this thread:@SwaminoNowlino Thank you for listing your questions in a concise manner!
Nightblade: Strife cost increase when nightblade dps is overall low, Crescent Sweep performance vs Incap (Incap cost increase)
- We increased the cost of Strife because it was so much lower than other similar abilities such as Laval Whip or Force Shock. Note - after the cost increase Strife, it is still much lower than these abilities. This change, along with the changes to Elemental Drain and Siphon Spirit were targeted at getting players to pay more attention to their resources.
- To help with magicka Nightblade dps, we increased the damage on Path of Darkness. For pvp this ability is harder to land on moving targets. To help with landing burst damage, we increased Impale range. This moves the ability’s range from 18 to 28, thus it gets a bonus +8 on top in Cyrodiil.
Dragonkight: Burning Ember aoe
- For now we’re pretty happy with the changes made to DK for this update. We’ll continue to evaluate all classes with the launch of update 13.
[*] Having CP boost pets is a long term goal of ours – its unfortunately not a simple or quick change.
@SwaminoNowlino Thank you for listing your questions in a concise manner! We’ve been seeing these questions pop up a lot as well and would like to explain the direction we’re heading with some of these high profile issues. Keep in mind that there will also be more developer comments coming with the patch notes.
Templar: Removal of stun from Blazing Spear/No fix for Luminous Shard CC & lack of passives supporting Stamina TemplarsNightblade: Strife cost increase when nightblade dps is overall low, Crescent Sweep performance vs Incap (Incap cost increase)
- We took the stun off of Blazing Spear and then increased it’s DoT duration to help differentiate it from Luminous Shard. We want Blazing Spear to be damage focused and Luminous to be CC focused. With Luminous we’re still working through a solution that makes this feel unique from the other CC abilities, while maintaining the functionality of effectiveness on blocking targets.
- There is currently an issue with Luminous Shards right now we’re looking to fix where Burning Light can proc and immediately remove the disorient.
- Because of the Restoring Light tree, Templar do have a smaller number of passives that affect stamina. The effective passives they do have are very strong such as Burning Light and Sacred Ground. We also expect stamina Templar to start using Power of the Light, which will turn on Prism. We’ll continue to monitor Templars closely with the launch of update 13.
Sorcerer: No Change to Daedric Prey, No CP boosting of pets, pets stealing group buffs
- We increased the cost of Strife because it was so much lower than other similar abilities such as Laval Whip or Force Shock. Note - after the cost increase Strife, it is still much lower than these abilities. This change, along with the changes to Elemental Drain and Siphon Spirit were targeted at getting players to pay more attention to their resources.
- To help with magicka Nightblade dps, we increased the damage on Path of Darkness. For pvp this ability is harder to land on moving targets. To help with landing burst damage, we increased Impale range. This moves the ability’s range from 18 to 28, thus it gets a bonus +8 on top in Cyrodiil.
- Crescent Sweep and Incap have very similar costs, but one is AoE and the other is single target with added utility so it’s hard to compare them. For Incapacitate, we found that it was over performing and didn’t want to reduce the power of the ability. Adjusting the frequency at which the ability is used means you need to think a bit more strategically about when to use it.
Dragonkight: Burning Ember aoe
- We have been investigating different methods to have more control over what target your pets attack. We’re not ready to roll out any such changes to Daedric Prey at this time and this ability may not be the method we end up implementing something like this.
- Having CP boost pets is a long term goal of ours – its unfortunately not a simple or quick change.
- It’s not intended that pets would steal buffs or heals from players, we’ll look into this further.
- For now we’re pretty happy with the changes made to DK for this update. We’ll continue to evaluate all classes with the launch of update 13.
@Wrobel
Thanks for your answer in this thread. I really apprecitate it. But I can't understand that you are happy with the DK in this patch. The feedback thread is full of ongoing problems. Mostly called out are our lack of good passives. Do you acknowledge that some of our passives are really bad but needed and some other are really bad and could be changed to something better easily?
Just take "Elder Dragon" as example. Health recovery is by far the worst stat in game (except for niche builds I guess). More examples would inlcude "Eternal Mountain" and "Searing Heat". Those two do nothing than increasing duration (and damage a bit). Just include those two in the corresponding skills and give us something nice.
Many DKs have problems with sustain and with this patch where you nerfed sources of magicka regeneration it's getting even worse. Why not add a bit sustain for us? On the other hand, a skillcost overhaul for the DK may be a solution here since all of our skills are damn expensive.
Another thing many DKs want to see is getting back the Inferno-AoE(not burning embers) with Cauterize being a healing AoE and FoO scaling from highest stat. Could you please state if you consider this or why you won't do this?
Thanks in advance.
DK has some of the best passives in the game what are you talking about? I can not actually believe that anyone can complain about the class now. The change to dragon blood might have been fine if they did it back when ic first launched, but with all the other small changes (inhale, burning embers) DK is going to have absurd healing.
[/list]
Sorcerer: No Change to Daedric Prey, No CP boosting of pets, pets stealing group buffs
- We have been investigating different methods to have more control over what target your pets attack. We’re not ready to roll out any such changes to Daedric Prey at this time and this ability may not be the method we end up implementing something like this.
- Having CP boost pets is a long term goal of ours – its unfortunately not a simple or quick change.
- It’s not intended that pets would steal buffs or heals from players, we’ll look into this further.